Apparently I found a problem with my mod manager I think.
In Vortex, I can see the mod activated but it doesn't work at all. If I use mod manager, I can add it manually, but then no other mod works for some reason, and if I refresh the mod manager, this mod disappear for some reason, and adding it manually again, it gets back to the first problem.
If you copied my files our mods will have the same UUID. You just need to change yours. just use an online UUID generator. I forget which file it's in but theres not many to check. The mod manager/game uses UUID to disntguish and manage mods, so if two have the same ID only one or none will show in the mod list.
I do not reccomend Vortex for modding anything. I've tried it for many games and it causes nothing but headaches.
I'm so delighted with this mod. I am using it on a wild magic sorcerer in Honour mode (because I'm a lunatic), and keep having to claw myself out of the bad situations I put myself into. It makes the whole experience a lot more fun for me. I'm also modifying the surge chance myself as the story progresses, as there are points in the narrative that feel like your sorcerer's stress level would increase and the surge chance with it. I might end this run at 60%, if I don't die to my own stupidity first.
All the daily buffs need to be cast outside of camp. Scrolls and items with spells also have a surge chance. It's a thrill to do just about anything.
The percentages as described on the description page are wrong, though, DC 15 is 30% (6/20) and DC 5 is 80% (16/20).
Thanks for the mod! I wanted to know if you could assist me on how to change the percentages for myself? I wanted to have a 17 DC (20%) for normal Wild Surge and DC 6 (75%) for Tides of Chaos.
Hello, thanks a lot for your mod, tho, it doesn't seems to be working for me, i'm using the 25% version and whenever my sorcerer cast 1st level spells it pratically never happened to me, well technically it happened once, during one battle, am I extremely unlucky or did I missed something ? :s I'm using this mod with Wild Magic Cantrip (25% version as well)
It feels like i'm having the old regular 5%, I need to cast like 10-15 spells to get a wild magic proc :(
EDIT : Okay I found the culprit, basically Wild Magic Cantrip mod edit Wild Surge for both cantrip AND regular spells, which is why my Wild Magic was absolutely bugged, cause two mod doing the same thing. After removing your mod (or his) I got able to perform wild magic again and at the correct % (25% in my case)
In the combat log it will show you the DC for the roll, as in the images. It's an easy way to check if it's working or not. Out of interest do you remember which mod was loaded last/lower? that one should overwrite and identical changes from the other. Since both edit chances of wild magic surge, theres no point loading both anyway.
if you look at the code changed by this mod, youl notice a section that specifies spells. You can remove the requirement for spells or add an additional condition for cantrips. It's important to get the formatting and syntax exactly correct, which is the tricky part. I generally just look at other spells in the game files and copy the bits i need. While doing that you start to get a feel for how the system works.
Theoretically it should be as simple as changing "not IsCantrip() and HasSpellFlag(SpellFlags.Spell)" to: "HasSpellFlag(SpellFlags.Spell)"
But i havn't tried it myself. To access the game files you need to unpack the .arc files using a certain tol ive forgotten the name of. i found it pretty quick with google the first time.
however im not sure if cantrips do actually have "SpellFlags.Spell" flagged. Sit might need to be something like : "HasSpellFlag(SpellFlags.Spell) or HasSpellFlag(SpellFlags.Cantrip)"
data "Conditions" "not IsCantrip() and HasSpellFlag(SpellFlags.Spell)"
and remove the NOT, and then change the AND to OR so that it reads:
data "Conditions" "IsCantrip() or HasSpellFlag(SpellFlags.Spell)"
I recommend setting the chances to 4, or even 3, instead of 5 if you do this. Cantrips are used a lot more often and this will generate more surges. But I also have a lot more classes and NPCs triggering surges as well.
not yet to my knowlege. There is one for wild magic barbarians. you should be able to copy the way it's implemented if your looking to make it yourself.
However keep in mind the video game has limits, there are many items on the tabletop list that arnt possible to implement for the video game unfortunately. Without scripting you will also be limited to the built in spell structure.
I desperately needed this. Even though I'm now near the end of the game on my wild magic sorcerer playthrough, I've had a wild magic surge happen maybe 6 times ever, and it kinda makes the whole subclass feel redundant.
Maybe i miscalculate but: DC5 = 80% DC11 = 50% DC15 = 30% IMO, I think that DC18 (15%) is a more or less balanced choice (with condition that Wild Magic surges happen on cantrips as well). After all, many effects are beneficial for caster. Thanks for the mod. I hope if you have time you'll make a tutorial for custom DC value.
i probably didnt math properly. I dont agree with the argument that more surges are OP due the majority being beneficial, simply because it's a subclass that costs levels, it's suppossed to be beneficial. But of course thats largley subjective and i encourage you to balance your game as you see fit.
I probably will eventually make a cantrip version and even new effects, but i make no promises and would advise against holding your breath. However in practice you don't really use cantrips once you get to later levels and get used to the rythm of knowing when your build needs a long rest or atleast i don't in tactician.
In DND 5E "DC" refers to diffuclty class. Your roll needs to be = to or higher than the DC to succeed. Everytime you cast a spell as a wild mage, the game does a wild magic check, rolling a D20 (20 sided dice). if you succeed (roll a 20) a random effect is chosen, good or bad.
My mod only alters the chance of wild magic checks succeeding. The % is the chance of success. Whether the effect is good or bad is completly random and a seperate rolls this mod doesnt affect.
heres the DND 5E description that might clearer (http://dnd5e.wikidot.com/sorcerer:wild-magic) it basically works the same, but the videogame only has a dozen or so possible effects.
The frequency of wild magic occurring is an issue for sure, but the other part of making wild magic more fun is having a bigger table of possible outcomes, as well as a more even distribution between positive and negative effects. For example if most of the effects are relatively positive for your character, and you just gave the user a 100% chance of activating wild magic, then you simply gave the user a massive boost.
I will still wait until more mods come out to make wild magic shine before playing a wild magic user in my campaign, but this is a good start.
i completly agree. however that takes a hell of a lot more work and expertise. Larians modding tools in the past 2 games have provided a GUI for creating spells, so the bulk of spell mods will likely come after that. I will probably give it a go myself, but it's unlikely ill have the time or motivation to get it done.
As for balance, i don't much care. 5E isnt at all balanced and this adaptation even less so. on top of that i cant predict what mods your using. Balance your own game, your lucky i gave you 4 versions to choose from as is.
36 comments
In Vortex, I can see the mod activated but it doesn't work at all.
If I use mod manager, I can add it manually, but then no other mod works for some reason, and if I refresh the mod manager, this mod disappear for some reason, and adding it manually again, it gets back to the first problem.
I do not reccomend Vortex for modding anything. I've tried it for many games and it causes nothing but headaches.
All the daily buffs need to be cast outside of camp. Scrolls and items with spells also have a surge chance. It's a thrill to do just about anything.
The percentages as described on the description page are wrong, though, DC 15 is 30% (6/20) and DC 5 is 80% (16/20).
I'm using this mod with Wild Magic Cantrip (25% version as well)
It feels like i'm having the old regular 5%, I need to cast like 10-15 spells to get a wild magic proc :(
EDIT : Okay I found the culprit, basically Wild Magic Cantrip mod edit Wild Surge for both cantrip AND regular spells, which is why my Wild Magic was absolutely bugged, cause two mod doing the same thing.
After removing your mod (or his) I got able to perform wild magic again and at the correct % (25% in my case)
I changed the DCs myself and made Wild Magic surges happen on cantrips as well for my game.
Feels much better!
It's important to get the formatting and syntax exactly correct, which is the tricky part. I generally just look at other spells in the game files and copy the bits i need. While doing that you start to get a feel for how the system works.
I'm trying to add this to cantrips as well like you said. I've found this line of code:
data "Conditions" "not IsCantrip() and HasSpellFlag(SpellFlags.Spell)"
Do I just remove the " not IsCantrip() and "? Not sure how to access game files to check.
Any help would be greatly appreciated!:)
to:
"HasSpellFlag(SpellFlags.Spell)"
But i havn't tried it myself. To access the game files you need to unpack the .arc files using a certain tol ive forgotten the name of. i found it pretty quick with google the first time.
"HasSpellFlag(SpellFlags.Spell) or HasSpellFlag(SpellFlags.Cantrip)"
data "Conditions" "not IsCantrip() and HasSpellFlag(SpellFlags.Spell)"
and remove the NOT, and then change the AND to OR so that it reads:
data "Conditions" "IsCantrip() or HasSpellFlag(SpellFlags.Spell)"
I recommend setting the chances to 4, or even 3, instead of 5 if you do this. Cantrips are used a lot more often and this will generate more surges. But I also have a lot more classes and NPCs triggering surges as well.
Edit. Important correction.
However keep in mind the video game has limits, there are many items on the tabletop list that arnt possible to implement for the video game unfortunately. Without scripting you will also be limited to the built in spell structure.
DC5 = 80%
DC11 = 50%
DC15 = 30%
IMO, I think that DC18 (15%) is a more or less balanced choice (with condition that Wild Magic surges happen on cantrips as well). After all, many effects are beneficial for caster.
Thanks for the mod. I hope if you have time you'll make a tutorial for custom DC value.
I probably will eventually make a cantrip version and even new effects, but i make no promises and would advise against holding your breath. However in practice you don't really use cantrips once you get to later levels and get used to the rythm of knowing when your build needs a long rest or atleast i don't in tactician.
My mod only alters the chance of wild magic checks succeeding. The % is the chance of success. Whether the effect is good or bad is completly random and a seperate rolls this mod doesnt affect.
heres the DND 5E description that might clearer (http://dnd5e.wikidot.com/sorcerer:wild-magic) it basically works the same, but the videogame only has a dozen or so possible effects.
Wacky Wild Magic has DC15 which is too low for normal playthrough. It would be great if you could create variant with DC17, DC18 and DC19.
Thanks for your work!
I will still wait until more mods come out to make wild magic shine before playing a wild magic user in my campaign, but this is a good start.
As for balance, i don't much care. 5E isnt at all balanced and this adaptation even less so. on top of that i cant predict what mods your using. Balance your own game, your lucky i gave you 4 versions to choose from as is.